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Tweak wither skeleton: Sword, melee combat, new (bad) model
This commit is contained in:
parent
c059d05efd
commit
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1 changed files with 20 additions and 32 deletions
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@ -8,8 +8,8 @@
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mobs:register_mob("mobs_mc:skeleton", {
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mobs:register_mob("mobs_mc:skeleton", {
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type = "monster",
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type = "monster",
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hp_min = 30,
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hp_min = 20,
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hp_max = 30,
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hp_max = 20,
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
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pathfinding = 1,
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pathfinding = 1,
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group_attack = true,
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group_attack = true,
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@ -27,7 +27,7 @@ mobs:register_mob("mobs_mc:skeleton", {
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walk_velocity = 1.2,
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walk_velocity = 1.2,
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run_velocity = 2.4,
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run_velocity = 2.4,
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damage = 1,
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damage = 1,
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armor = 200,
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armor = 100,
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drops = {
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drops = {
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{name = "mcl_throwing:arrow",
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{name = "mcl_throwing:arrow",
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chance = 1,
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chance = 1,
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@ -73,14 +73,18 @@ mobs:register_spawn("mobs_mc:skeleton", {"group:solid"}, 7, -1, 5000, 4, 31000)
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mobs:register_mob("mobs_mc:skeleton2", {
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mobs:register_mob("mobs_mc:skeleton2", {
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type = "monster",
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type = "monster",
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hp_max = 60,
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hp_min = 20,
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
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hp_max = 20,
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collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
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pathfinding = 1,
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pathfinding = 1,
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group_attack = true,
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group_attack = false,
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_skeleton.x",
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mesh = "3d_armor_character.b3d",
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textures = {
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textures = {
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{"mobs_skeleton2.png"}
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{"mobs_skeleton2.png",
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"3d_armor_trans.png",
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minetest.registered_items["mcl_tools:sword_stone"].inventory_image,
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},
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},
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},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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sounds = {
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sounds = {
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@ -90,8 +94,8 @@ mobs:register_mob("mobs_mc:skeleton2", {
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},
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},
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walk_velocity = 1.2,
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walk_velocity = 1.2,
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run_velocity = 2.4,
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run_velocity = 2.4,
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damage = 3,
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damage = 7,
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armor = 200,
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armor = 100,
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drops = {
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drops = {
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{name = "mcl_core:coal_lump",
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{name = "mcl_core:coal_lump",
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chance = 1,
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chance = 1,
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@ -107,34 +111,18 @@ mobs:register_mob("mobs_mc:skeleton2", {
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max = 1,},
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max = 1,},
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},
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},
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animation = {
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animation = {
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speed_normal = 30,
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speed_normal = 30, speed_run = 30,
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speed_run = 60,
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stand_start = 0, stand_end = 79,
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stand_start = 0,
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walk_start = 168, walk_end = 187,
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stand_end = 23,
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run_start = 168, run_end = 187,
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walk_start = 24,
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punch_start = 200, punch_end = 219,
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walk_end = 49,
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run_start = 24,
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run_end = 49,
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hurt_start = 85,
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hurt_end = 115,
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death_start = 117,
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death_end = 145,
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shoot_start = 50,
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shoot_end = 82,
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},
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},
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drawtype = "front",
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drawtype = "front",
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water_damage = 1,
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water_damage = 1,
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lava_damage = 0,
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lava_damage = 0,
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light_damage = 0,
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light_damage = 0,
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view_range = 16,
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view_range = 16,
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attack_type = "dogshoot",
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attack_type = "dogfight",
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arrow = "mcl_throwing:arrow_entity",
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shoot_interval = 0.5,
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shoot_offset = 1,
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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--'dogshoot_count_max' number of seconds before switching above modes.
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dogshoot_switch = 1,
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dogshoot_count_max =6,
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})
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})
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mobs:register_spawn("mobs_mc:skeleton2", {"group:solid"}, 7, -1, 5000, 4, -3000)
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mobs:register_spawn("mobs_mc:skeleton2", {"group:solid"}, 7, -1, 5000, 4, -3000)
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